/Engine/Plugins/Enterprise/VariantManager/Source/VariantManager/Public/VariantManagerBlueprintLibrary.h
Looks for a variant set with VariantSetName within LevelVariantSets and removes it, if it exists.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="VariantManager") static void RemoveVariantSetByName ( [ULevelVariantSets](API\Plugins\VariantManagerContent\ULevelVariantSets) * LevelVariantSets, const [FString](API\Runtime\Core\Containers\FString) & VariantSetName )